How to munge a full Core.lvl

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[RDH]Zerted
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How to munge a full Core.lvl

Post by [RDH]Zerted »

For those of you who are heavily modding the game, here is the core.req file needed to munge a replacment core.lvl.

Code: Select all

ucft
{
	REQN
	{
		"bnk"
		"align=2048"
		"global"
	}
	REQN
	{
		"config"
		"global"
	}
	REQN
	{
		"font"
		"gamefont_large"
		"gamefont_medium"
		"gamefont_small"
		"starwars_small"
		"gamefont_tiny"
		"gamefont_super_tiny"
		
	}
	REQN
	{
		"loc"
		"english"
		"spanish"
		"italian"
		"french"
		"german"
		"uk_english"
	}
	REQN
	{
		"texture"
		"platform=pc"
		"white"
		"cube_normalizationmap"
		"hemisphere_normalizationmap"
		"specularspot"
		"attenuation_volume"
		"linear_ramp"
		"specularcubemap"
		"null_detailmap"
		"default_spotlight"
	}
	REQN
	{
		"shader"
		"platform=pc"
		"normal_shader"
		"interface_shader"
		"particle_shader"
		"terrain_shader"
		"sprite_shader"
		"skyfog_shader"
		"foliage_shader"
		"lightbeam_shader"
		"scroll_shader"
		"flare_shader"
		"sample_shader"
		"rain_shader"
		"normalmapadder_shader"
		"prereflection_shader"
		"water_shader"
		"stencilshadow_shader"
		"shadowquad_shader"
		"specular_shader"
		"detail_shader"
		"ocean_shader"
		"refraction_shader"
		"decal_shader"
		"filtercopy_shader"
		"shield_shader"
		"bump_shader"
		"zprepass_shader"
		"hdr_shader"
		"normal_terrain_shader"
		"perpixeldiffuselighting_shader"
		"pervertexdiffuselighting_shader"
		"specularlighting_shader"
		"terrain_shader2"
	}
}
According to extract, this core.lvl is still missing CORE SPECIAL section of length 63472(F7F0) which is present at the start of the retail core.lvl version, but it seems to work fine without it.

Also, I copied the textures null_detailmap, default_spotlight, and white into the PC directory. I'm not sure if it matters.

There may be an extra shader and/or font or two, but I don't feel like testing them all out. Enjoy.

Edit: Darn, I found a problem with it. If you play on Hoth, almost all the whiteness is missing.
Last edited by [RDH]Zerted on Fri Jun 16, 2006 2:06 am, edited 1 time in total.
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RE: How to munge a full Core.lvl

Post by Teancum »

Holy crap! You're the man. Send me any localization keys you'll be adding to your shell. I can put all that plus all the BF1 pack in ONE core.lvl.
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RE: How to munge a full Core.lvl

Post by Teancum »

Sorry to bump, but Zerted -- what do you mean that almost all of the 'white' is missing? Can you post a screen? It might help in analyzing whether it's a shader or texture. If it's a texture, we can extract it from core.lvl
sawyerdk9

Post by sawyerdk9 »

What are some of the things you could do with the new core.lvl? Could you take out the bonuses?
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Post by [RDH]Zerted »

The core.lvl is mostly for the language strings, shaders, and some textures. I'll get a picture up in a couple of days.
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Post by Qdin »

So like the in-game screens? :o like making new buttons instead of the old ones? :)
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Post by [RDH]Zerted »

We can get English text and descriptions into a new shell, but we need to create a custom core.lvl inorder to convert the strings into other languages so people who don't read English can understand them too.

shell.lvl - startup sequence, credits, the main menus, displays, and main campain screens you see when you are not in a game
common.lvl -stat screens, pause menu, option screens, pop-up messages, keyboard, controls, mouse, some other interface utility scripts
mod maps' core.lvl -new strings used by mod map
game's core.lvl -fonts, all strings, some map textures, shaders
ingame.lvl -side/map/character/spawn selection screens, fake console, spectator screen, ingame textures (huds, map icons, etc...), effects (weapon trails, explosions...), some common models and classes (CPs, flags, ammo packs...)
inshell.lvl -effects used while in the shell?
mission.lvl -game mode scripts, retail maps' scripts
sawyerdk9

Post by sawyerdk9 »

So I'm thinking it's a no go with taking out the awards? I wonder where they get called from.
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Post by Teancum »

Awards are related to the sides. The normal weapon has an award weapon setting in the odf.
sawyerdk9

Post by sawyerdk9 »

Yes, of course. I mean like the damage reduction and guardian, sorry. I just despise those little auroras? and noises.
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Post by Hebes24 »

sawyerdk9 wrote:Yes, of course. I mean like the damage reduction and guardian, sorry. I just despise those little auroras? and noises.
I hate those too :evil:!! they can even make my computer lag sometimes!!:evil::evil:
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Post by Vyse »

sawyerdk9 wrote:Yes, of course. I mean like the damage reduction and guardian, sorry. I just despise those little auroras? and noises.
You can take all that away by making a new side.

Does this core.lvl mean we can have our own custom loading screen shot? :D
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Post by Teancum »

Nope -- all that's done in load.lvl -- I have all the configs, but I'd have to remake it to include every downloaded map. It won't work for individual ones at the moment. I *THINK* it might work like the BF1 preview movies did. If that's the case, I should be able to get something working on a per-map basis.
Last edited by Teancum on Thu Jun 22, 2006 1:19 pm, edited 1 time in total.
sawyerdk9

Post by sawyerdk9 »

Vyse wrote:
sawyerdk9 wrote:Yes, of course. I mean like the damage reduction and guardian, sorry. I just despise those little auroras? and noises.
You can take all that away by making a new side.

Does this core.lvl mean we can have our own custom loading screen shot? :D
Vyse you're saying that you can make it so that there is no powerups (Guardian, damage reduction, etc) through a new side. I mod the game hardcore with all different sides and I've never seen anything related to those.
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Post by [RDH]Zerted »

I haven't spent much time looking into how the awards get activated. I think its done by the game's exe which is illegal to change (or even look at). I'll look into disabling the awards from the Lua scripts after I get the new shell and noname hack block posted. I dislike the awards too.
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Post by Teancum »

Okay -- so findings on that Hoth error you were talking about Zerted. Apparently there's some sort of terrain shader that blends multple texture layers in-game. Dagobah, Yavin.... any map with more than one texture for the terrain shows nothing. Plus, it may just be the terrain shader period. It may have nothing to do with multiple layers - one layer might present a problem as well.
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Post by MasterSkywalker »

Thx dude, I really needed this to get the SWBF1 interface back. Do you also have the req for the SWBF1 core?
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Post by Teancum »

Huh? This has NOTHING to do with the SWBF1 interface. And it is 100% impossible to do the old interface. The HUD maybe, but I don't know anyone who wants to take a huge project like that on.
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Post by [RDH]Zerted »

No, I never even downloaded the SWBF1 mod tools. I used a program called extract, to take a look inside the game's .lvl files, then I attempted to create an .req that matched what I saw. Search through the earily modding posts for more info on extract.

Any ideas on what file that blender is?

I think the game reads the strings from the custom maps by setting the DC directory to that map. If this is correct, we could create a custom map with all the strings, and have the game default to that map whenever it wants to read strings from the retail core.lvl.
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Post by Teancum »

I got it to munge. It was quite simple actually. Just remove:

"terrain_shader2"

from the req. It was causing a conflict.
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